// // Klak - Utilities for creative coding with Unity // // Copyright (C) 2016 Keijiro Takahashi // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. // using UnityEngine; using Klak.VectorMathExtension; namespace Klak.Math { /// Exponential interpolation static class ETween { #region Static Functions public static float Step( float current, float target, float omega) { var exp = Mathf.Exp(-omega * Time.deltaTime); return Mathf.Lerp(target, current, exp); } public static float StepAngle( float current, float target, float omega) { var exp = Mathf.Exp(-omega * Time.deltaTime); var delta = Mathf.DeltaAngle(current, target); return target - delta * exp; } public static Vector3 Step( Vector3 current, Vector3 target, float omega) { var exp = Mathf.Exp(-omega * Time.deltaTime); return Vector3.Lerp(target, current, exp); } public static Quaternion Step( Quaternion current, Quaternion target, float omega) { if (current == target) return target; var exp = Mathf.Exp(-omega * Time.deltaTime); return Quaternion.Lerp(target, current, exp); } #endregion } /// Interpolation with critically damped spring model struct DTween { #region Static Functions public static float Step( float current, float target, ref float velocity, float omega) { var dt = Time.deltaTime; var n1 = velocity - (current - target) * (omega * omega * dt); var n2 = 1 + omega * dt; velocity = n1 / (n2 * n2); return current + velocity * dt; } public static Vector2 Step( Vector2 current, Vector2 target, ref Vector2 velocity, float omega) { var dt = Time.deltaTime; var n1 = velocity - (current - target) * (omega * omega * dt); var n2 = 1 + omega * dt; velocity = n1 / (n2 * n2); return current + velocity * dt; } public static Vector3 Step( Vector3 current, Vector3 target, ref Vector3 velocity, float omega) { var dt = Time.deltaTime; var n1 = velocity - (current - target) * (omega * omega * dt); var n2 = 1 + omega * dt; velocity = n1 / (n2 * n2); return current + velocity * dt; } public static Vector4 Step( Vector4 current, Vector4 target, ref Vector4 velocity, float omega) { var dt = Time.deltaTime; var n1 = velocity - (current - target) * (omega * omega * dt); var n2 = 1 + omega * dt; velocity = n1 / (n2 * n2); return current + velocity * dt; } public static Quaternion Step( Quaternion current, Quaternion target, ref Vector4 velocity, float omega) { var vcurrent = current.ToVector4(); var vtarget = target.ToVector4(); // We can use either of vtarget/-vtarget. Use closer one. if (Vector4.Dot(vcurrent, vtarget) < 0) vtarget = -vtarget; var dt = Time.deltaTime; var n1 = velocity - (vcurrent - vtarget) * (omega * omega * dt); var n2 = 1 + omega * dt; velocity = n1 / (n2 * n2); return (vcurrent + velocity * dt).ToNormalizedQuaternion(); } #endregion #region Struct Implementation public float position; public float velocity; public float omega; public DTween(float position, float omega) { this.position = position; this.velocity = 0; this.omega = omega; } public void Step(float target) { position = Step(position, target, ref velocity, omega); } public static implicit operator float(DTween m) { return m.position; } #endregion } /// Interpolation with critically damped spring model struct DTweenVector2 { public Vector2 position; public Vector2 velocity; public float omega; public DTweenVector2(Vector2 position, float omega) { this.position = position; this.velocity = Vector2.zero; this.omega = omega; } public void Step(Vector2 target) { position = DTween.Step(position, target, ref velocity, omega); } public static implicit operator Vector2(DTweenVector2 m) { return m.position; } } /// Interpolation with critically damped spring model struct DTweenVector3 { public Vector3 position; public Vector3 velocity; public float omega; public DTweenVector3(Vector3 position, float omega) { this.position = position; this.velocity = Vector3.zero; this.omega = omega; } public void Step(Vector3 target) { position = DTween.Step(position, target, ref velocity, omega); } public static implicit operator Vector3(DTweenVector3 m) { return m.position; } } /// Interpolation with critically damped spring model struct DTweenQuaternion { public Quaternion rotation; public Vector4 velocity; public float omega; public DTweenQuaternion(Quaternion rotation, float omega) { this.rotation = rotation; this.velocity = Vector4.zero; this.omega = omega; } public void Step(Quaternion target) { rotation = DTween.Step(rotation, target, ref velocity, omega); } public static implicit operator Quaternion(DTweenQuaternion m) { return m.rotation; } } }